angelcamina, playing online at lichess.org, likes to play the Jerome Gambit (1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.Bxf7+) and other Jerome variants in bullet games with a time control of one minute, no increment. (Kind of like heavyweight boxers, wearing roller skates, on ice.) He beats his opponents when he has the advantage, and he beats them when they have the advantage. Both ways, quickly. angelcamina - regullele 1 0 bullet, lichess.org, 2020 1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4 The Blackburne Shilling Gambit. 4.Bxf7+
The Blackburne Shilling Jerome Gambit. 4...Kxf7 5.Nxe5+ Ke6 6.Qh5
This fork is always tempting when it appears in the BSJG, but it would have been wiser to settle things down with 7...Qg6 8.Qd5+ Ke7 9.Qxd4 Qxg4 10.O-O Kd8, with Black for choice. 8.Kd1 Qg6 9.Qd5+ Ke7 10.Ne5 Qe6
11.Qxe6+ The Queens probably have to be exchanged, but 11.Kxc2 Qxd5 12.exd5 was the way to do it, with a roughly balanced game. With the text, White sheds his advantage - which only means he has to work a little bit harder. 11...Kxe6 12.Kxc2 Kxe5 13.d3 d5 14.f4+ Kd4
Inexplicably headed for trouble. angelcamina obliges. 15.Re1 Be6 16.Be3 checkmate
In the following bullet game - one minute, no increment time control - White throws threat after threat against Black, knowing that they all can not be stopped. This is a game that reminds me of a friend's complaint: I was winning, right up until the time you checkmated me. Ouch. angelcamina - rabirabi 1 0 bullet, lichess.org, 2019 1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4
The Blackburne Shilling Gambit. 4.Bxf7+ The Blackburne Shilling Jerome Gambit. 4...Kxf7 5.Nxe5+ Ke6
8...Kxe4 9.Nc3+ Kf5 Wisely avoiding 9...Kxf4? 10.0-0+! as 10...Ke5 (others lead to checkmate) 11.Rxf6! will lead to the recovery of the sacrificed material (or checkmate). 10.h3
This almost looks like a gotta-make-a-quick-move bullet style move, and it encourages Black to go after a poisoned Rook. Instead, the second player should initiate the exchange of Queens with 10...Qe7+, pretty much safe-guarding his game. 10...Nxc2+ White now has a checkmate in 14 moves, starting with 11.Kf2. 11.Kd1 This gives White the advantage, too. 11...Ne3+ Deciding that the Rook is not worth it, but it is too late. 12.dxe3 d5 13.g4 checkmate